Auz Lineside and Roadside Objects

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NekoMaster
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Re: Auz Lineside and Roadside Objects

Post by NekoMaster »

I think the only way to make something look like solid rock rather then a pile of rocks and boulders would maybe try to get some layering going like how some rock faces are, you can see layers of rock and deposits from other time.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

NekoMaster wrote:I think the only way to make something look like solid rock rather then a pile of rocks and boulders would maybe try to get some layering going like how some rock faces are, you can see layers of rock and deposits from other time.
That what I did for the Canyon Walls .. used rock layers .. There's a road between Warwick and Toowoomba on Queensland Australia .. there is a road leading of that road heading easterly through the mountains towards Ipswich. I have some photos I took of some rock cuttings years ago. I've shrunk them down and hoping I can get something from these. I have a few other photos somewhere along that same road, just need to find them. Also have some photos of railway cuttings along the railway line between Warwick and Cherry Gully which I might get something from as well.
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Re: Auz Lineside and Roadside Objects

Post by wallyweb »

GarryG wrote:I kinda like the canyon wall type slopes better then the rocky ones .. like to try make some solid rock walls/cliffs instead of rocky .. tried a few times but at moment just looks like a grey tile nothing to really show that it suppose to be solid rock.
Just recolour the red to gray. For the transitions, use the half tiles with the flat parts being grass.
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Re: Auz Lineside and Roadside Objects

Post by Quast65 »

Strange part is I tested your beach sands and some other slope objects from other peoples sets and they was ok not had that problem.
I have just checked it with my beachtiles and those 3 pixels do also appear at the end of my tiles:
Example217.png
Example217.png (48.29 KiB) Viewed 3417 times
But not at the link-ups between my tiles.... However there is a big difference between your slope-aware tiles and mine (and so probably also with the others you tested it with that dont have problems), my tiles have a boundingbox!
Example218.png
Example218.png (49.29 KiB) Viewed 3417 times
So, adding boundingboxes to your objects will probably fix the problem. However I havent coded automatic slope-aware objects in NML yet, so I cant really help with that, but I suppose it wouldnt be too difficult and some more experienced NML-coder can help.
some of those slope tiles I will go back and just extend the slope over those 3 tiles.
I would not do that!! Stick to your correct templates!! You will only enlarge the issue with the 3 wrong pixels by using a wrong template, as others may use your work to make new GRFs and thus continue to add those incorrect pixels.
Do the following, report the issue with the pixels to devs of Base-OGFX (the thread is here: viewtopic.php?f=26&t=38122 ), so that they can fix the obvious bug in their graphics and/or add boundingboxes to your GRF.
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Re: Auz Lineside and Roadside Objects

Post by wallyweb »

Quast65 wrote:my tiles have a boundingbox!
The NewGRF Specs define the objects Action2 Sprite Layout as

Code: Select all

<Sprite-number> * <Length> 0F <set-id> 00 <groundsprite> <buildingsprite> <xoffset> <yoffset> <xextent> <yextent> <zextent>
The three values that control the bounding box are <xextent> <yextent> <zextent>.
I'm not familiar with NML but I would be very surprised if it did not have a way to set these values.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Haven't done any more to the creeks as been playing around with Canyon Walls. Took me a while to have them line up properly on different slopes but think got it ok now.

This result to date.
canyonwalls3.png
canyonwalls3.png (192.48 KiB) Viewed 3323 times
Not sure when be available for you to try as want to make some grey rocks similar to these.
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Re: Auz Lineside and Roadside Objects

Post by Silverx50 »

that looks mighty impressive Garry! :bow:
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Re: Auz Lineside and Roadside Objects

Post by joaozinhoplbr »

Hello Garry! What do you think of making objects like piers with auz whater objects?
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Silverx50 wrote:that looks mighty impressive Garry!
Thanks pal for compliment. Just a few minor touch up to do then do a grey set and hope be ready. Then hope to get the creeks finished.
joaozinhoplbr wrote:Hello Garry! What do you think of making objects like piers with auz whater objects?
That not a bad idea .. will look into it when get chance .. busy with a few other projects at moment.
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Re: Auz Lineside and Roadside Objects

Post by ISA »

GarryG wrote:Haven't done any more to the creeks as been playing around with Canyon Walls. Took me a while to have them line up properly on different slopes but think got it ok now.

This result to date.
canyonwalls3.png
Not sure when be available for you to try as want to make some grey rocks similar to these.
Well done. Reminds me planet Mars :)
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

This is the 4th time I tried to add the Auz_Landscape_Objects and Auz_Water_Objects files and each of the previous times the forum has closed and the last time ask me to log in again.

See what happens this time.

Changes a few things .. all lakes, rivers and creeks moved from Auz_Water_Objects to Auz_Landscape_Objects.

You will find the Canyon Walls I been working on .. There is 3 lots ,, the slopes same on all, just the flat tile different on each. Not sure what flat tiles to use. Intend to keep 2 and change the other one to grey rocks later.

Finished all the flowing creeks and rivers .. now flow 4 different directions. Sorry rapids not been done yet. Hope to do these after Christmas.

Anyway if like to test and see what you think here Verion 10 of the 2 files.
Auz_Landscape_Objects.grf
(3.22 MiB) Downloaded 96 times
Auz_Water_Objects.grf
(1.08 MiB) Downloaded 90 times
See if I can do some work to the AuzFakeRailwayLines for a while as want to finish the locomotive depot and add some other buildings. Not sure if I will add the overhead wires .. get the other ideas finished first and see if any room left for them.
Hope to add this turntable.
75ftTurntable[1].png
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Do you like making Scenarios and making them to scale?

I do .. so to help me I made up some Survey Markers to help map the distance between towns and Industries and also to map out where like railways and roads to go.
SurveyMarkers.png
SurveyMarkers.png (6.67 KiB) Viewed 3110 times
There are 2 coloured pegs .. white and a orange .. the idea of this if you want to mark maybe every kilometre or Mile so you not lose count where your up to especially over long distances.

The orange pegs will also help players who survey through the snow.

In game play it cost 30 to lay on flat cleared tiles and get refund of 24 when you bulldoze it or lay railway lines over the top. On slopes cost will more.

Anyway if like to try here the file as I added it to AuzFakeRailwayLines_Add-ons.
AuzFakeRailwayLines_Add-ons.rar
Version 6
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Re: Auz Lineside and Roadside Objects

Post by STD »

Use in game Auz objects (1912 year) - Farms. Train set - xUSSR Railway set.
Three examples:
Bloggs & Co., 5-е ноя 1912 г..png
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Bloggs & Co., 5-е ноя 1912 г.#2.png
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

STD wrote:Use in game Auz objects (1912 year) - Farms. Train set - xUSSR Railway set.Three examples:
Thanks STD for sharing your screen shots and how using some of my objects .. much appreciated :D .

Everyone has there own way of using NewGRF add-on in games and by seeing the screen shots how they being used, helps the coders on ideas and improvements.

Many of the objects I did I only knew how to do 1 tile objects at the time .. doing objects using more then 1 tile I knew very little about so stayed away from that.

Some of the objects I did on single tiles was meant to be joined in game if players wished to make them larger looking.

Two of these was the Shearing Shed and the Milking Shed.
ShearingShedandMilksheds1.png
ShearingShedandMilksheds1.png (15.69 KiB) Viewed 3044 times
The pic shows how I intended them to be used and seen in several screen shots from different players they used different :) .

The Shearing Shed can go side by side .. the building with the big Doors side and front sheep go in there .. and the other building with the 4 small doors are where the sheep come out when they been sheared. There are heaps of different fences I did to put the sheep in or can have empty pens.

The Milking Shed was planned that the small building goes on the side of larger building. This is where milk is stored after cows have been milked. Many many years ago the milk was placed in milk cans, but these days there is a big storage tank in that building.

Making this pic to show every one make me realise I forgot to add pens with dairy cows in them waiting to be milked and out the back should be more cows that have been milked.

Now I know more about using 2 or more tiles to place buildings on I intend to re-do some object sets. By doing this it will allow me to add some different objects and help stop the errors I had before with "undefined string" problems.

So in the 2017 hope to start re-doing some objects sets and making room for new types.

Like to take this opportunity to wish every one who visit these forums a
Merry Christmas and New Year.
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

I started to build my scenario last few days and discovered some of the Fake Railway Lines from are a few pixels out and not lining up properly. The tracks that are from North-West to South East are the main ones .. how I missed them before I got no idea.

This morning I found out why .. I measured my sprites wrong which means I going to need to do all those fake railway lines again. Guess this will take me the rest of the year to do if not longer.

Cheers
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Re: Auz Lineside and Roadside Objects

Post by NekoMaster »

Garry, I know you already have a bunch of work to deal with and what not, but I have another idea for some shore line/river bank tiles, and they probably don't have to be slope aware.

Ever seen stuff like this?

Image

Image

Image

Basically its a bunch of loose rock contained in a wire mesh cage and I believe it's to control erosion and hold back loose dirt near shear banks and dirt cliffs around rivers and shorelines. Its quiet common in my city around many creeks and rivers.

I was thinking that the ground and foundation texture would look like that, though there may have to be diagonal sprites for diagonal slopes so that you dont get a zig-zag effect.

I tried my best to give an idea how it might look for the diagonals which will have to probably be separate form the normal tiles.\

(See attached picture made in Paint.net)
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Re: Auz Lineside and Roadside Objects

Post by wallyweb »

NekoMaster wrote:Ever seen stuff like this?
They're called gabions. You can see them in game in one of my screenshot contest entries where I built them under a bridge to get a causeway effect.

Image
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

NekoMaster wrote:Garry, I know you already have a bunch of work to deal with and what not, but I have another idea for some shore line/river bank tiles, and they probably don't have to be slope aware.
That idea could be worth looking at when get chance.

Using OpenGFX+Landscape and change in Set parameters the type of foundation can get a similar effect. I've set the Type of Foundation to Mossy gray stone.
Rockfoundationsonwater1.png
Rockfoundationsonwater1.png (16.18 KiB) Viewed 2930 times
I done some grey rocks for canyon walls .. this the result so far compared with the red canyon walls.
redandgreyrocks1.png
redandgreyrocks1.png (36.19 KiB) Viewed 2930 times
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Re: Auz Lineside and Roadside Objects

Post by STD »

Excellent work, GarryG. I really like it :D .
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Re: Auz Lineside and Roadside Objects

Post by GarryG »

Seen pics of canyon walls and cliffs showing the rock layers on a angle so had a go at doing some myself.

This the result to date.
redandgreyrocks2.png
redandgreyrocks2.png (29.8 KiB) Viewed 2813 times
I some experimenting to do Canyon Walls to remove the blotches. Once I get these Canyon Walls finished will start working on some transition rocks.
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All my projects are GPLv2 License unless stated.
Auz Road Sets: viewtopic.php?f=29&t=87335
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